Cant agree more. First 3 chunks feel utterly pointless, like we are killing some harmless useless creeps that do nothing for like 3 minutes per chunk. And then we are forced intro a tiny arena where the only way to play is build up a tincan and brace "content". Like WTF ?why? Can
t we fight nemesises and other big boys in normal chunks? When we have a place to maneuver and some options outside of press lmb and see who will win?
SR is not meant to be user friendly. Or for the grind really. It’s a step up in challenge from crucible and does a good job of that. You are looking at this from the wrong angle.
Pretty much what I said above. And you do jight plenty Nemeses in normal chunks. At SR 70+ it’s 2x Nems per chunk.
As for maneuver. There is plenty room, save for the Portal map that is the hardest but even there it is possible to torn things in your favor.
I personally I’m curious how exactly how the SR is scaling. After shard level 35 it becomes increasingly difficult for me to survive with my purifier fire strike build
Considering there is a quest for completing shard 50 you would expect it to be doable by any reasonably decent end game build. I’m rather burnt out at moment for trying to reach that level (at shard 40 at the moment).
Dying once or several times per boss room due a boss pileup + mad queen(unless I get really lucky with weak boss combination) is not my idea of a fun time. I will try again after adjusting my build to be more tanky, but honestly I’m not sure how much good it will do.
If feel like they balanced the SR too much around the expectations of having any build being either a kiter or a tank.
If this mode is to become the main endgame way of collecting loot they need to either buff up the defense of the weaker class combinations or nerf the damage output(especially in terms of physical damage) of a number of bosses and nemesis.
I would also echo that that small area boss room should go the way of the dodo. It is difficult enough facing several bosses without being forced into a small area with barely any room to maneuver.
A bit off topics, but does anyone else dislike how much physical damage enemies deal? Its like the game is designed to screw over any build that lacks the combination of both high amounts of physical r and high amounts of armor.
A bit off topics, but does anyone else dislike how much physical damage enemies deal? Its like the game is designed to screw over any build that lacks the combination of both high amounts of physical r and high amounts of armor.
<-- I´m with you. With currently 8 % Physical Resistance I have to hope for Dodge, Fumble and I am hammering my Blink (Rune)-Button in every boss room to survive.
And I´m more Bleeding Caster than Melee. I shoot Devouring Swarm and Grasping Vines (with Rend) till 1 boss is down.
(takes a look at Blood Knight Set with 15 % Physical Resistance Bonus…takes a look at his Set…sighs)
For people who don’t want to have to grind all the checkpoints from 1-60 or 75…
Went through SR with a Perdition Sentinel, high elemental and aether overcap and stun res but only 13k hp. I jad to stop at about shard 15 as I just couldn’t tank all the hero packs and bosses, not even with BoD, Ascension and Absolution. Maybe I had bad luck with transmutors or acid retaliation/Aegis is not viable with perdition set. Or I am just super bad at piloting, and have to start playing maya’s pet build to have an easy time to shard 75:)
From what praets said, perdition sentinel is really good. Maybe there’s something wrong with the way you built it or perdition isn’t a tank like we though, but instead a kiter. But shard 15 is really easy for most chars.
I think if the portal was visible from the beginning and you had to plan your route to it, that’d be preferable.
I’m having a blast with Perd Sentinel. I tweaked the Devs a bit, from the x1’s build in the FG theory crafting thread (dropped Phoenix, picked up Hawk and put the last 3 points into maxing Obelisk, 1st point in Shield Maiden and Autumn Boar). Up until 60ish, I had to kite bosses and some heros, depending on their abilities (any ground aoe just ruined me). But now, the retaliation + ADCtH makes me feel pretty buff.
Thinking about putting some xtra points into Haven to get the block chance up a little, but other than that… pretty solid so far.
However, on the topic of SR’s, I really don’t like the random portal placements. I’ve had to backtrack almost 100% of one map because of it, such a waste of time. Either stop the timer when 100% kill completion (worst option), pre-spawn portal so we can plan routes (decent option), or spawn portal at player when 100% kill completion reached (best option).
There has to be a faster way to do Chunk-transitioning.
Re: portal issue. Are the lower chunks on higher shards that hard where you get worried about running out of time when walking to the portal? Sorry I only reached 55 as of the moment (lack of time irl) and I’ve never had time trouble.
Of course, that’s are you who is looking at this from the wrong angle, 'cause you are comparing SR to the Crucible. It’s like comparing green to hot.
Crucible is just optional challenging content. Like superbosses are. If you dislike it (as some people do), just don’t play Crucible. You can obtain all Crucible rewards in the Campaign. That’s fair.
Yes, there is something challenging in SR, but nothing optional. SR is damn MANDATORY. You MUST go through it at least up to shard 25 in order to get completed character. And then you are to farm those tedious chunks to get top-tier blueprints for medal augments. So, there is unique reward in SR, and it supposed to be much more commonly used than the superbosses’ drop. How long would it take to farm this stuff considering in-game RNG? I was fed up with it by running only one my character up to shard 25. And I have others. I feel wasting my real time when running here and there through those endless chunks, one and another, one and another. 25 shards, really? That’s 100 chunks! I must admit, 150 waves of Gladiator take less time, are less boring and unpredictable and grant you more generous reward in legendaries and greenies.
Thus I think that SR needs some rebalancing considering the amount of real time spent in it and the reward. ATM two hours spent in Cricuble are more rewardful than two hours spent in SR (I’m not a good pilot and do not perform Cruci speedruns; speed champions can get even more). The only thing that can make me perform SR runs ATM is the unique rewards. These are skill- and statpoints and unique drop, the blueprints at the first place.
So, my offer is to make SR shards shorter, but with more intense fighting. And pls make the mandatory part of SR (25 shards) at least less unpredictable. Or we all must turn all of our characters into SR-oriented builds (while Crucible was - and in some extent is - an etalon test for the builds, not every playable build is Cruci-oriented, yeah?)
When I speak of making the game user-friendly I mean “more fun and less boring and tedious”. We all play games to have fun, aren’t we?
Let’s separate optional content with top-tier challenge from core content with moderate challenge.
Why not using a Waystone? Or am I misunderstanding something?
For Blueprints 2 Shards are “necessary”. Waystone to highest plus 1 more.
I currently do 40 and 41…it´s okay drop-wise.
the skill reward can be easily fixed if that’s really the problem and makes players feel railroaded into a mandatory challenge. Like lowering the threshold. It’s not an overall SR issue
I can’t tell you how many chars of many didn’t get Mamlmouth skill point cause i couldn’t be bothered to do the quest over and over:rolleyes: But I get your point in this regard.
What Balance means to me is at higher shards:
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No 2x Grava. Seriously this kllls melee chars. Dodging the nullify on 1x Grava is easy, maybe even 2x but all the fumble is just…
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Make chunk mobs a bit more challenging BUT balance out mobs that you are forced to avoid cause it’ just not worth it in general. Example:Arcane Heroes + Timewarped and Healers. AoE casters may not have an issue here but melee builds again suffer. This combo of heroes comes up surprisingly often.
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Tone down Anasteria a bit. She is brutal at SR 75 for so many builds and so many boss combos.
Zantai if you’re reading this the one thing I 100% agree on is toning down SPECIFICALLY Anasteria’s burn damage on her meteor. It is more threatening than any other boss of the same level at any given shard. Even Alek’s meteor, by a long shot. The burn dmg on her meteor shower is so high it feels strange to witness. If nothing else is changed I’d say that she’s an extreme outlier in boss dmg. And it’s strange to see a purple name do so much more dmg then nemeses. Either a ton of the other ones need a bumping up in some dmg moves, or her burn could use some moderate nerfs downward. I have been doing MANY 75+ runs. Some farming people. Some me pushing into 80’s just for screen shots. To me at least she stands out a lot more than all the rest.
I still feel Celestial souls fill up too small of the bar to make nemeses worth killing usually. They’re not that far off but even in multiplayer where you kill them fast it’s just so much better to skip. Maybe that’s the intention though.
Dual Grava is indeed bullshit. I much prefer dual Kaisan over dual Kaisan. At least Kaisan’s doombolts and crystals that zap you from long distances fuck pretty much everyone equally. But dual Grava just absolutely fucks over melee builds like crazy.
On the other hand I feel the trash chunks are ok. I think it’s more fun that they’re faster. They are WAY easier than the boss shards though, and making the non-boss chunks a bit harder would probably slow SR down which would help ensure its drop rate/time is in line with crucible’s a bit more.
But wasn’t the complaint that SR is too slow already and the drop/time is too low in comparison to crucible? Or do you mean that they could increase the drops when normal chunks get harder to get it in line with crucible?
Ah…the speaker of truth.
Yeeees…YEEEES. Pour the salt on annie. DROWN HER WITH IT.
EDIT: I’m also surprised no one here has mentioned slathsablah the aethertwat. He literally just sits behind gravathul/reaper/maiden and fills the entire screen with his green shit which do RIDICULOUS damage even with 88% aether res, with 40% overcap.
Its life reduction/poison, not aether.
But yeah, you get him, Valdran and chuppa on open-air arena its insta GG for ppl w/o shitton of flat absorbtion to deal with DoTs. If you have Anasteria on top these pals its called “gabella”.
My biggest claim against shard is the size of boss arenas. And huge disproportion of "difficulty" due to what kind of area you spawn and what is inside. You roll 2Alex+Zantarin+Moose some random afk-trash. Its a breeze. You roll 2 Gravas+Reaper+Chuppa+Anny, you
re toast.
Aslo, half of skills in the game are not exactly kite-friendly. Mines, Seals, Channeling spells.
SR drops per minute are better than crucible on a handful of builds tho? If you can do 75-76 in under 10 minutes you’re set! But yes I would assume that if chunk time was legenthed to make the difficulty more even between boss and non boss shards, then loot rate would be increased just enough to get it to about the same legs/min
Oh, you were talking about farming only a few shards. Makes sense. I was thinking about the time you would need from 1 to 75 for example, as this would take helluva long time with 3-4 chunks per shard